I would like to share with you this analysis with the Diamond model of a MP game of Victoria 3:
Setup: six players in three different markets, year 1898. Players have been distributed in three teams but apart from that they have been playing the most competitive as possible.
Diamond model: https://en.wikipedia.org/wiki/Diamond_model
Factor conditions (endowments):
This is one of the most important factors in Victora 3. In the game the access to resources and labour is essential to have the best prices. This is clear for all players as buildings without labour do not produce or buildings with expensive goods are less profitable. This is also the case for skilled labour with qualifications.
In the game, all players have reached for overseas markets to get access to resources and they have successfully reduced the cost for staple and industrial goods. Only luxury goods seems to be expensive but this is intentional as the consumption of these goods is mainly by affluent POPs that can pay for the high price that also benefits the player with more building profitability.
Related and supporting industries:
This is simulated in the game by the economies of scale, i.e., having buildings with many levels. This works fine as it gives more productivity.
Demand Conditions:
This is simulated in the game by POPs and building demands. However, there is no much differentiation and almost all nations end up having the same or similary demand for goods, at least in the MP games I have been involved.
IMHO, the main culprit is that players build all industries by themselves to cover all the needs, ensuring that resources are available by conquest or colonization. The possible specialization by industry type it is not worth it in terms of price competitiveness. In addition, the risk to depend from trade to access other goods is too great, specially when the AI is not developing. On POPs, the taboos and addiction system does not produce enough differentiation, or I cannot tell.
Strategy, structure and rivalry:
There is no competition in the game, the only possibility for a player to enact a competition strategy is to subsidize buildings, thus having products at an artificial low price for lower profitability. Else, all buildings will try to maximize profits.
The other result of competition is innovation and this is enabled by the game through inventions and PM. This is working as intended and simulates the progress of technology that allowed for more productive industries.
My Conclusions TL;DR:
Setup: six players in three different markets, year 1898. Players have been distributed in three teams but apart from that they have been playing the most competitive as possible.
| Year | Type | Good | American Market Price | Russian Market Price | French Market Price |
1898 | Industrial | Clippers | -41% | 36% | -36% |
1898 | Industrial | Coal | 0% | 1% | 13% |
1898 | Industrial | Dye | 5% | 8% | 17% |
1898 | Industrial | Engines | -13% | 0% | -7% |
1898 | Industrial | Explosives | 11% | -3% | -4% |
1898 | Industrial | Fertilizer | -50% | -15% | 2% |
1898 | Industrial | Glass | 0% | -8% | 13% |
1898 | Industrial | Hardwood | -7% | 27% | 31% |
1898 | Industrial | Iron | 8% | 8% | 4% |
1898 | Industrial | Lead | 1% | 0% | 14% |
1898 | Industrial | Oil | 18% | 21% | -64% |
1898 | Industrial | Rubber | -40% | -44% | |
1898 | Industrial | Silk | 33% | -5% | 23% |
1898 | Industrial | Steamers | -58% | -32% | -48% |
1898 | Industrial | Steel | 3% | 2% | 11% |
1898 | Industrial | Sulfur | 0% | 33% | 4% |
1898 | Industrial | Tools | 0% | -1% | 10% |
1898 | Luxury | Automobiles | -20% | -31% | |
1898 | Luxury | Coffee | 43% | 64% | 24% |
1898 | Luxury | Fine Art | 31% | 43% | 51% |
1898 | Luxury | Fruit | 9% | -1% | 15% |
1898 | Luxury | Gold | 0% | 0% | 0% |
1898 | Luxury | L. clothes | 26% | 15% | -2% |
1898 | Luxury | L. Furniture | 26% | 14% | 12% |
1898 | Luxury | Liquor | 6% | -14% | -14% |
1898 | Luxury | Meat | 8% | -20% | 6% |
1898 | Luxury | Opium | 20% | 15% | 19% |
1898 | Luxury | Porcelain | 14% | -4% | -5% |
1898 | Luxury | Radios | 25% | ||
1898 | Luxury | Sugar | 8% | 42% | 41% |
1898 | Luxury | Tea | 43% | 32% | 31% |
1898 | Luxury | Telephones | -2% | -20% | |
1898 | Luxury | Tobacco | 6% | -6% | 4% |
1898 | Luxury | Wine | 39% | 44% | 46% |
1898 | Military | Ammunition | 0% | -4% | -3% |
1898 | Military | Artillery | -2% | 0% | -6% |
1898 | Military | Ironcloads | 37% | -2% | |
1898 | Military | Man-o-Wars | -22% | 6% | 75% |
1898 | Military | Small Arms | -20% | -18% | -22% |
1898 | Staple | Clothes | -16% | -20% | -31% |
1898 | Staple | Electricity | -13% | 20% | 21% |
1898 | Staple | Fabric | 41% | -35% | -15% |
1898 | Staple | Fish | -4% | 15% | 6% |
1898 | Staple | Furniture | -47% | -63% | -47% |
1898 | Staple | Grain | -9% | -36% | -40% |
1898 | Staple | Groceries | 14% | -10% | -6% |
1898 | Staple | Paper | 2% | -8% | -13% |
1898 | Staple | Services | -54% | -47% | -43% |
1898 | Staple | Transport | -22% | -11% | -24% |
1898 | Staple | Wood | -8% | 8% | 10% |
Diamond model: https://en.wikipedia.org/wiki/Diamond_model
Factor conditions (endowments):
This is one of the most important factors in Victora 3. In the game the access to resources and labour is essential to have the best prices. This is clear for all players as buildings without labour do not produce or buildings with expensive goods are less profitable. This is also the case for skilled labour with qualifications.
In the game, all players have reached for overseas markets to get access to resources and they have successfully reduced the cost for staple and industrial goods. Only luxury goods seems to be expensive but this is intentional as the consumption of these goods is mainly by affluent POPs that can pay for the high price that also benefits the player with more building profitability.
Related and supporting industries:
This is simulated in the game by the economies of scale, i.e., having buildings with many levels. This works fine as it gives more productivity.
Demand Conditions:
This is simulated in the game by POPs and building demands. However, there is no much differentiation and almost all nations end up having the same or similary demand for goods, at least in the MP games I have been involved.
IMHO, the main culprit is that players build all industries by themselves to cover all the needs, ensuring that resources are available by conquest or colonization. The possible specialization by industry type it is not worth it in terms of price competitiveness. In addition, the risk to depend from trade to access other goods is too great, specially when the AI is not developing. On POPs, the taboos and addiction system does not produce enough differentiation, or I cannot tell.
Strategy, structure and rivalry:
There is no competition in the game, the only possibility for a player to enact a competition strategy is to subsidize buildings, thus having products at an artificial low price for lower profitability. Else, all buildings will try to maximize profits.
The other result of competition is innovation and this is enabled by the game through inventions and PM. This is working as intended and simulates the progress of technology that allowed for more productive industries.
My Conclusions TL;DR:
- Victoria 3 has all factors in the Diamond Model and it is a very interesting game to play
- Specialization is missing in terms of demand and skills
- Competition is lacking and this allows profits maximization for buildings. This makes Proportional and Graduated taxation very good compared to the other taxation models
Last edited:
- 13
- 9
- 1
- 1